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Question by Sansgamer120 · Dec 07, 2020 at 08:33 PM · menu screenmenu-item

How to make pre game menu with different characters

i am making an fps and i want to have a menu with access to differect weapons. it is also going to be multiplayer at some point. what is the best way to do that. I also want to be able to access it in game. I was thinking different scripts with different guns. what do you think? weapons code using UnityEngine;

 public class SC_WeaponManager : MonoBehaviour
 {
     public Camera playerCamera;
     public SC_Weapon Rifle;
     public SC_Weapon Sub;
     public SC_Weapon Shotgun;
     public SC_Weapon Rocketlauncher;
     public SC_Weapon gernade;
 
     [HideInInspector]
     public SC_Weapon selectedWeapon;
 
     // Start is called before the first frame update
     void Start()
     {
         //At the start we enable the primary weapon and disable the secondary
         Rifle.ActivateWeapon(true);
         Sub.ActivateWeapon(false);
         Shotgun.ActivateWeapon(false);
         Rocketlauncher.ActivateWeapon(false);
         gernade.ActivateWeapon(false);
         selectedWeapon = Rifle;
         Rifle.manager = this;
         Sub.manager = this;
         Shotgun.manager = this;
         Rocketlauncher.manager = this;
         gernade.manager = this;
     }
 
     // Update is called once per frame
     void Update()
     {
         //Select secondary weapon when pressing 1
         if (Input.GetKeyDown(KeyCode.Alpha1))
         {
             Rifle.ActivateWeapon(true);
             Shotgun.ActivateWeapon(false);
             Rocketlauncher.ActivateWeapon(false);
             Sub.ActivateWeapon(false);
             gernade.ActivateWeapon(false);
             selectedWeapon = Sub;
         }
 
         //Select primary weapon when pressing 2
         if (Input.GetKeyDown(KeyCode.Alpha2))
         {
             Rifle.ActivateWeapon(true);
             Sub.ActivateWeapon(false);
             Shotgun.ActivateWeapon(false);
             Rocketlauncher.ActivateWeapon(false);
             gernade.ActivateWeapon(false);
             selectedWeapon = Rifle;
         }
 
         {
             if (Input.GetKeyDown(KeyCode.Alpha3))
             {
                 Rifle.ActivateWeapon(false);
                 Sub.ActivateWeapon(false);
                 Rocketlauncher.ActivateWeapon(false);
                 Shotgun.ActivateWeapon(true);
                 gernade.ActivateWeapon(false);
                 selectedWeapon = Shotgun;
             }
             {
                 if (Input.GetKeyDown(KeyCode.Alpha4))
                 {
                     Rifle.ActivateWeapon(false);
                     Sub.ActivateWeapon(false);
                     Rocketlauncher.ActivateWeapon(true);
                     Shotgun.ActivateWeapon(false);
                     gernade.ActivateWeapon(false);
                     selectedWeapon = Rocketlauncher;
                 }
             }
             if (Input.GetKeyDown(KeyCode.Alpha5))
             {
                 Rifle.ActivateWeapon(false);
                 Sub.ActivateWeapon(false);
                 Rocketlauncher.ActivateWeapon(true);
                 Shotgun.ActivateWeapon(false);
                 gernade.ActivateWeapon(true);
                 selectedWeapon = gernade;
             }
         }
     }
 }
  
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Answer by CmdrZin · Dec 07, 2020 at 10:50 PM

I'd look through
https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/concepts/collections
for ideas.
Maybe use a Dictionary key/value pair to manage things.

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